Use wgl shared context lists to avoid re-creating gl context from scratch.
This commit is contained in:
@@ -978,6 +978,22 @@ void LLPipeline::refreshCachedSettings()
|
||||
&& gGLManager.mHasOcclusionQuery) ? 2 : 0;
|
||||
}
|
||||
|
||||
void LLPipeline::releaseOcclusionBuffers()
|
||||
{
|
||||
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
|
||||
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
|
||||
{
|
||||
LLViewerRegion* region = *iter;
|
||||
for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
|
||||
{
|
||||
LLSpatialPartition* part = region->getSpatialPartition(i);
|
||||
if (part)
|
||||
{
|
||||
part->resetVertexBuffers();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
void LLPipeline::releaseVertexBuffers()
|
||||
{
|
||||
mCubeVB = NULL;
|
||||
|
||||
Reference in New Issue
Block a user